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<blockquote data-quote="Thasmodious" data-source="post: 4250848" data-attributes="member: 63272"><p>They are not defined as characters by their role. The role defines their, get this, role in combat. Nothing else. It doesn't define the character. Seriously, what is so hard for some people to grasp about that? The rogue may or not be a striker in the sack, he could just as easily be a controller or a leader, its up to the player. A character, as always, is defined by the player. </p><p></p><p>The rules deal with task resolution because that is what the rules are needed for. You don't need the rules to adjudicate the party sitting around a tavern fireplace swapping tales with a bard and the locals. You need rules when the rogue wants to climb a tower or the fighter wants to hit things with large, sharp objects. Or when the cleric needs to convince the high priest of his church to give magical aid to the party. </p><p></p><p>What the 4e books do provide is a lot of information on roleplaying, building characters, designing campaigns and building game worlds. But even after someone details the 25 pages on roleplaying that open the PHB and I detailed earlier how the bulk of the DMG is about world building, DMing, crafting stories, NPCs, skill challenges, and other such things, some of you will remain unconvinced because you want to. You've built a belief system around an idea formed through a complete lack of information and now won't let anything interfere with your perfectly good, baseless belief system.</p></blockquote><p></p>
[QUOTE="Thasmodious, post: 4250848, member: 63272"] They are not defined as characters by their role. The role defines their, get this, role in combat. Nothing else. It doesn't define the character. Seriously, what is so hard for some people to grasp about that? The rogue may or not be a striker in the sack, he could just as easily be a controller or a leader, its up to the player. A character, as always, is defined by the player. The rules deal with task resolution because that is what the rules are needed for. You don't need the rules to adjudicate the party sitting around a tavern fireplace swapping tales with a bard and the locals. You need rules when the rogue wants to climb a tower or the fighter wants to hit things with large, sharp objects. Or when the cleric needs to convince the high priest of his church to give magical aid to the party. What the 4e books do provide is a lot of information on roleplaying, building characters, designing campaigns and building game worlds. But even after someone details the 25 pages on roleplaying that open the PHB and I detailed earlier how the bulk of the DMG is about world building, DMing, crafting stories, NPCs, skill challenges, and other such things, some of you will remain unconvinced because you want to. You've built a belief system around an idea formed through a complete lack of information and now won't let anything interfere with your perfectly good, baseless belief system. [/QUOTE]
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